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Topics - OddButAwesome

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VR Help / VRTK - Get Controller Velocity - always 0,0,0 ?
« on: May 23, 2018, 12:12:48 PM »
Hi all,

Having a challenging time getting a velocity reading from my Oculus Touch controller.

I am trying to upon Trigger (hold) spawn an object which I then release trigger and throw. Everything works except the throw part. I click and the fireball spawns in my hand. I can hold, move and rotate it as I wanted. When I go to throw and release the trigger it just drops to the ground.

I am watching the velocity in the inspector and it doesn't change from 0,0,0. Neither does the angular velocity. I have tried getting velocity from the RightController and the RightHandAnchor (parent when running) and also the spawned object itself.

I have tried turning the rigidbody component on/off (get/set property). Swapping the order of get / set velocity - not that this matters as the numbers still read 0,0,0.

Script Aliases for controllers are set correctly on the [VRTK_SDK_Manager].

I am obviously doing something wrong as the action works in the video tutes.

Can anyone please tell me where?

Thank you for your time reading. I appreciate your help.


Hi all,

Wanting to make a multiplayer shooter and am wondering the best way to go about the networking aspects.

Ideally it would be mobile based but as I understand it being realistic I am looking at max 8-16 players in a level at one time (small-ish Quake level). Please correct me  if any of what I say is not true. I would like to make 32+ players but everything I have read points to lots of lag.

- Do I need a service such as Photon for mobile multiplayer? i.e. are there PM actions that can send p2p game info without an intermediate?

- If I decided to make the game for desktop PC instead of mobile, in order to raise the number of players supported would I still need Photon or are there other services (using Playmaker) or ways of going about it.

- Given the small number of players is peer to peer better or should a server be involved?

EDIT: Also no need for player accounts as every game everyone starts the same.

Thank you for your time to read this and appreciate any advice.


Hi guys,

Please check out my new game Munchy Munchy on the Google Playstore:

Pretty much all game logic done in Playmaker except for bits I sourced from the Asset store or similar.

I would truly love to hear what people think. My main beta testers are my two kids. =)

A big thank you to the legends on this forum who helped me make it to release.


EDIT: Just up'd the trailer:

Hi all,

As per the subject. Related to my previous post:

I am using Stans Assets Ultimate Mobile but their support tells me that the action they have (GADRewardedVideoAd) is just a wrapper and doesn't detect player early exit which is (I thought) a large part of the logic behind the rewarded video thing.

It looks like the 'adclosed' detects only if the ad is closed. Regardless of full watch or part.

Any help would be great.


PlayMaker Help / Stans Assets Ultimate Mobile - Rewarded Video
« on: August 18, 2017, 10:36:37 PM »
Hi all,

I am in comms with Stans support but (understandably) they appear to have shut shop for the weekend and am hoping to knock this issue on the head before the weekend is over.

I was wondering if anyone had experience with Admob Rewarded Videos using Ultimate Mobile. My setup is shown in the pic. I have tried various setting/setups with varying results. None of which are what I expected. I have even tried linking both events to the same state.

Player always starts out with 3 lives (1 used and 2 displayed on the counter). I play and purposely run down time in order to run out of lives and get the offer of watching an ad for more lives.

Once 'watchAdForLives' event is called I do 1 of 2 things. Let the ad run until finish (watch full for reward) or exit watching partway through (watch early exit for no reward).

I am testing this on my device with Google test ads.

'watchAd' links to Reward
'adClosed'  links to AdClosed
watch full = black screen. menu music playing in BG?
watch early exit = black screen. menu music playing in BG?

'watchAd' links to AdClosed
'adClosed' links to Reward
watch full = rewards given
watch early exit  = rewards given

'watchAd' & 'adClosed' both link to Reward
watch full = rewards given
watch early exit = rewards given

'watchAd' & 'adClosed' both link to AdClosed
watch full = black screen. menu music playing in BG?
watch early exit = black screen. menu music playing in BG?

I am hoping to detect if the player watches the full rewarded video then give reward and restart the level, if the player exits early then go to main menu without reward. If player decides not to continue they start for the start of the level/world.

Thanks for reading.

PlayMaker Help / Any advice on current advertising networks/methods.
« on: July 13, 2017, 10:35:29 PM »
Hi all,

Apologies if I am in the wrong forum section - wasn't sure where this would fit.

As per subject - has anyone any advice they are willing to share on the current state of advertising networks / mediators etc?

I am at the stage where my game is mostly built. I have the level lock/select working and am wanting to place some 'watch ad for lives/coins' to generate revenue. Rewarded watching I think its called?? Not sure. Also a banner on the bottom of the main menu page to randomly appear every once and a while.

I have seen these:!/content/82780!/content/57517

The idea of multiple networks (Admob, Rev,  etc) funneled into the one game sounds good unless I am misunderstanding how it all works. I guess this will be limited by each networks minimum withdrawal amount as well.

Playmaker actions would probs be a must as my actual coding experience is super low.

Anyways if you are willing to share your experiences that would be awesome.


PS Developing for Android mostly at the moment. Until I can get my hands on a Mac that is.

Hi all,

Just having some issues with creating a countdown timer for a game.

I thought it was all good and working until I tried making the last 5 seconds turn red and pulse (punch scale) every second to alert the player of impending doom.

The game has pickups which can add to the time as well as mobs which can take away time.

The 3 screencaps are my current setup. The green states are all working well and good as they should. I know that the only thing keeping things 'real time' is the per second check box in the FloatSubtract state.

My issue is that a few things happen when I add the blue states (warning <5seconds) - the time pulses at 5 and 4 correctly but then stops counting down (i.e. is stuck at 4 seconds display). The sound file instead of a beep per 1 second goes brrrrrrrrrr. Which I am guessing is every frame? The timer is still counting down (milliseconds but a lot slower than per second).

Is the punch scale time somehow messing with the float subtract per second clock?

I have also tried DJDinos CountdownTimer which works fantastic if it was just a countdown, but I can't seem to alter the timer on the fly (adding / subtracting as time counts down). So with this - countdown works, beeping, red and pulsing at 5,4,3,2,1, but can't seem to add/subtract pickup/mob time on the fly.

So in summary I am trying to create a countdown timer that can be added and subtracted to on the fly and at the last 5 seconds go red, beep and punch scale. The user is able to gather pickups to re-go above 5 seconds returning to a non pulse and blue state.

Thank you to anyone taking the time to read.


Hi all,

I have had a bit of a look around and some people have had similar issues but I still can't seem to solve mine when applying what they did to solve theirs.

As per subject - when using WASD, the motion of my 3D third person camera character works a treat. i.e. holding A makes the character do circles (donuts) to its relative left as expected. Holding W makes it roll forwards no matter it's world orientation.

When I try to apply the joystick it appears the direction of player travel becomes absolute. i.e. dragging joystick left makes the character go to the world minus X until it falls off the level map. The camera follows as it should but continuing to hold left on the joystick the character moves towards  the -X of the world. Not to its left or as I want - left relative to the camera like when using the keys.

The game is intended for mobile so the on screen joysticks are required. I got them from the Ecosystem - uGUI Joystick. I believe I have setup the Settings>Input correctly as per the attached jpg.

I have confirmed the 'Relative to' points to the scene object not the Heirarchy folder.

Sorry I am still learning.

Thank you for taking the time to read.

Other posts that have the same issue (some solved) but maybe I didn't apply the solution correctly.

PlayMaker Help / Pick ups not adding time correctly to Countdown [SOLVED]
« on: December 15, 2016, 10:18:07 AM »
Hi all,

Thank you for taking the time to read.

I am making an item pickup game with each level on a countdown timer. Various item pickups have a points value and a time add value. i.e. every pick up grants bonus seconds. small items give 1-2 seconds,  big items give 10 seconds. etc.

I test with 3 pick up items A, B & C. Each has 20 seconds, 40 seconds and 60 seconds bonus upon pickup (I am using big numbers so I can visually see the timer change). Each also has different points values.

The points get added correctly. The time does not. If I pickup in order A, B then C then the time bonus is stuck at 20 seconds for each. 
If I pick up in reverse order C, B then A then a weird thing happens. The correct time bonus is applied from C (60 secs) but B then A minus 20 seconds each.

The player should be able to pickup in any random order.

I believe I am using the same method of acquiring points as acquiring time so they should both work but they don't. Points is fine, time is not.

Image01: Item Pickup shopwing points (working) and Time(not)
Image02: Time Manager game object
Image03-04: Player object Pickup Manager

It's been quite a few days now and I am willing to try anything. Any help would be super awesome.

Thank you in advance.

PlayMaker Help / Flight - best way to sim/emu the physics?
« on: November 20, 2016, 09:14:57 PM »
Hi guys,

1. What is the best way to make a basic flight sim model using PM? I currently have my plane being 'thrown' and gliding for a short while ending with a slow descent using the Unity built in rigidbody. but it is not reacting when pitch/banking. It just flies straight ahead.

2. How would I apply steering via VR head rotation without forward thrust? i.e.  looking down will speed up, looking up will slow down eventually stall. This is important as the plane is a non powered glider. Take off velocity will come from a slingshot.

I have tried various things and so far nothing is giving that paper plane type feel which I am going for. I have tried MoveTowards with a child look-at target. but this applies forward thrust in order to work. Maybe the Max Speed should be affected by velocity or something.

Do I need to incorporate the formula for lift in there somehow?

Thank you to anyone taking the time to read.

PlayMaker Help / Fade in/out between scenes with Idealens VR?
« on: August 25, 2016, 12:11:30 AM »
Hi all,

As per subject - does anyone know of a method that works?

My original Cardboard app worked well with the existing Camera Fade In / Out Actions, but since porting to the Idealens K2 the fade is gone and just hard cuts to next scene.

I have also tried the method found here:
as a replacement to the PM Fade Actions within the FSM (i.e. Add Script action).

A Playmaker solution would be best as other logic is tied into the FSMs. Screengrab method won't work as the camera eases to a slow as the scene fades.

Thanks :)

Unity 5.4.0b
PM 1.8.0.f43

User Showcase / My VR Cardboard "Whales Dream of Flying"
« on: March 30, 2016, 09:34:15 PM »
Hi all,

New VR experience "Whales Dream of Flying" just uploaded.

The free edition (2 minutes) is here:

Full version (5mins) is here:

Hope you all like it. If you have any comments please let me know.


Hi all,

Working on a multiplayer twin stick shooter. Single player controls (LJoy -move direction and RJoy- firing direction) working great with on screen mobile joysticks.

Connecting to Photon. Players spawn correctly and move individually with their corresponding left joysticks, but on pressing  the right joystick (directional fire) both players shoot (my phone and another device and Unity testing). I followed a tute that used PhotonView.isMine (true/false) to stop the movement controls controlling both players with the left stick. This worked great. I thought that bullets may come under the same thing. I am probably way off.

Can anyone help with individual player shooting across the Photon network? I have looked on their forums as well (and am still searching).

My player object is structured:

PlayerN           //Parent object
 Player            //Player ship mesh
 Bullet01Gen   //Bullet spawner

Should I be using Crossplatform input on the right stick to activate the firing?

Any advice would be awesome. Even if you could point to a tute that may have helped you if you had a similar problem.

Thank you.

PlayMaker Help / Direction of loot drop on being shot by enemy.
« on: November 10, 2015, 11:29:25 AM »
Hi all,

Just wondering if anyone could point me in the right direction.

I am making a top down shooter (with 3D objects for art style).

I have a player, an enemy turret prefab, a bullet prefab and a loot item prefab. When the player gets shot with the bullet its HP reduces and it drops a loot item.

This all works well enough except that the item drops right in the middle of the player (Create Object action). This means that the player doesn't lose the loot but instantly picks it up again. I see it flashing quickly during testing. Gameplay would let the player chase the loot after being shot, but not instantly like it is now.

Is there a way to have it be ejected in the opposite direction from the enemy bullet that struck the player? i.e. enemy is shooting from top of the screen down at player - the loot is then ejected up (probably with some slight angle for variation).

Thank you. :)

PlayMaker Help / Twin Stick Shooter Mobile Joystick Help
« on: October 27, 2015, 11:53:51 AM »
Hi all,

Does anyone know of a tutorial for the above subject? A real slow step by step one for a new person like myself.

I have my player moving with the left stick all good but the rotation from the right stick is not working at all. I have tried advice from  but I fear my newness is not helping.

I am using the CrossPlatformInput prefab - MobileSingleStickControl for both sticks. Attached is the c# for the left stick (movement) it has been adjusted to fix the snapping bug, so it's good.

Thank you.

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